leftovers5
Legacy Supporter 8
- Joined
- Oct 28, 2011
- Location
- USA
For Beguiler discussion.
This has been fixed as of 4.70 patch (next restart)Plaguebomb also isn't silenced by voidsong, which is posted in the bug report forum section.
Their damage is fine imo... How ever their ability to land skills thanks to piggify and mass piggify makes that damage a little to much. Piggify prevents the player from using skills and pretty much makes then a sitting duck. As you said with charisma they have all the time in the world to set up their plague bomb - pulse - fireball combo... After that they just have to run around and beguile you until their cool downs are back and then do it again. Each round doing 500 ish damage. (glacial does work against me in town) Not to mention it goes through armor :X
However in team fights its a little different because of the chaos. They don't have time to set up this combo so most of the time they combo is split up throughout the fight. Meaning no one receives more than about 250 damage.
There is a lot of things to consider... I feel as though their fireball should be lowered so no damage is taken away from their team fighting but hurts their 1v1 fighting potential.
As for making it a cast time, its only really alright in a real fight. One of the biggest flaws of a Beguiler is their lack of mobility. This means after the lock down, most mobile classes can just cleave a beguiler. Though this is fine, I feel that a casting time on piggify will limit their mobility again, but towards chasing low HP targets. When pig is on cd, most classes can out run us and with our med/close range skills that all take time to land already PB is almost impossible to hit with your hoe while running and tossing it up won't catch up a running player. The biggest problem I see, is that the class has only a few damage skills and 2/3 of them are very close range in terms of mage classes. I would say that having another long ranged skill would make me feel a lot better having cast times on pigs, though more damage is probably not the way we want to go with this class. Maybe an increased range to follow the cast time? Not sure tbhGood dialog to continue, but remember their 1 v 1 superiority comes from being able to lock down their opponent and keep them piggied or beguiled with little to no time in between. Lowering their fireballs damage just means they will have to land one or two more spells before they kill you the same way.
On another note, Faux Bomb is still set to 100 Mana which is 1/10 of the entire mana pool for a spell that does no damage. It seems that since it should take much less effort to summon a fake PB it should also take much less mana as it does nothing other then look pretty. Seems like 30ish mana would be more appropriate.
What are your thought's on the idea of making Piggify a channeled spell?
In Bastion, MassPiggify was on a 2 minute cooldown, and lasted for I believe 7 seconds. I thought this was odd, as Piggify was only 4 seconds. It seemed strange that the AoE version of your primary CC was actually stronger than your single target. It was also a "get out of jail free card", much like Layhands and old BladeGrasp.Numbers could be tweaked a bit, but I honestly think Mass is useless in its current form.
I think your issue Victim is that you aren't really a caster player. The strongest ability any caster can have is Fireball, and their ability to consistently land it off cooldown is what determines their strength with the class. Piggify really makes it easy to get one or two off for free, but when fighting any decent player, a Beguiler must either kite until cooldowns expire, or have good Fireball usage.Pulse and Plaguebomb are really my only reliable damaging skills where other casters have many more than that. The real problem is that our combo works on everything and is hardly versatile. Though I don't feel beguiler should be a Support Mage. A heavy AoE burst mage with odd cc and battle field control is unique enough on its own. Kinda unsure of Wisdom tbh, but I do notice some mana problems in prolonged fights, so I don't think its that bad.
I also want to add in that, Masspiggify and pulse have some really short ranges, after my piggify burst, you can kite or even kick the pulse. This forces us to be close-med ranged with low hp and armor.
Long cooldowns promote kiting, as seen with classes like Mystic, Beguiler, and even Cleric, to some degree. A class that is forced to wait on cooldowns will resort to kiting until those cooldowns expire. I do agree that cast times on CC are not the most desirable thing though.I don't think cast times are appropriate on CC... I just feel as tho there will be too many draw backs.
Simply making the cool down longer might do the trick... As it gives the other player more till to kill the beguiler.
I will admit, aiming is not my strong suit, not at all lol and I said earlier, it is very possible I am just horrible at Beguiler haha.It's true that Beguiler is a very low skill class. I'd argue that very poor skilled players cannot tap into it's potential, but just having a derp run around in circles chucking plague bombs is undoubtedly more beneficial than him doing anything else.
The combo of
1) Piggify
2) PlagueBomb (Lay next to target)
3) Warmup Pulse
4) Fireball upon finish
is undoubtedly one of the strongest combos in the game. It allows you to instantly deal 3 sources of your damage, all of which are above 100 (with moderate Int), to a single target, with the possibility of hitting 2 of those on other players. The damage numbers can get very absurd with this technique, but of course, it only applies to 1v1 situations.
I do not know what Kainzo originally envisioned for the Beguiler, but I know what it is right now. And that is a CC powerhouse that is one of the strongest 1v1ers, 1v2ers, and teamfighters in Herocraft. Is this wrong? Should this be changed? I don't know. But I know that adding or removing any skills will destroy the class structure, as well as the class balance. Beguiler has always been a tough one to balance, but at the end of Bastion, and the current version in Haven, I think is pretty close. Early Haven it was undoubtedly one of the stronger classes, but I quickly patched in Charisma dependencies and lower base damages for skills to alleviate those issues.
In Bastion, MassPiggify was on a 2 minute cooldown, and lasted for I believe 7 seconds. I thought this was odd, as Piggify was only 4 seconds. It seemed strange that the AoE version of your primary CC was actually stronger than your single target. It was also a "get out of jail free card", much like Layhands and old BladeGrasp.
A skilled Beguiler was able to win most fights without ever using the ability, but if he ever wanted to win for sure, he'd just have to pop MassPiggify and wait on his cooldowns. In order to rectify this, I reduced the cooldown to 60 seconds, and placed the duration below their single target version. Was this the correct thing to do? I dunno, but I still hear complaints about their strengths, so maybe...
I think your issue Victim is that you aren't really a caster player. The strongest ability any caster can have is Fireball, and their ability to consistently land it off cooldown is what determines their strength with the class. Piggify really makes it easy to get one or two off for free, but when fighting any decent player, a Beguiler must either kite until cooldowns expire, or have good Fireball usage.
Long cooldowns promote kiting, as seen with classes like Mystic, Beguiler, and even Cleric, to some degree. A class that is forced to wait on cooldowns will resort to kiting until those cooldowns expire. I do agree that cast times on CC are not the most desirable thing though.